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Neutrino Game Engine


Pixel Perfect
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After a year of not much free time, and what little I've had being spent mainly on the EKI One integration project, I'm pleased to be finally back working on my game engine.

 

I've recently designed a small level based around an Medieval village to use as a test bed for some AI development for my adventure game 'The Kingdom Of Soul'. Whilst designing it I decided initially to play around with Leadwerks object scripting which I've never really tried before. The video below shows the results of this and the test level I designed for my next task which is behavioral AI development for my NPCs using EKI One. Once that's complete I'll be plugging that into this level too.

 

As per usual, best watched in 720p mode by clicking on the 'gear' icon once the video is playing

 

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Intel Core i5 2.66 GHz, Asus P7P55D, 8Gb DDR3 RAM, GTX460 1Gb DDR5, Windows 7 (x64), LE Editor, GMax, 3DWS, UU3D Pro, Texture Maker Pro, Shader Map Pro. Development language: C/C++

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Nice job, looks great .... I thought you were gonna go in the water for a minute there :-)

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that pond needs some frogs wink.png

ha ... you're so right Mack biggrin.png That frog spawned a whole menagerie.

 

Looking very nice. Is it going to be a first person rpg like game?

Thanks Ken. Yeah, its going to be a first person adventure/rpg type game with the emphasis on a good story line rather than combat as such, but there will be challenging elements. There's a mystery that you get embroiled in from the very beginning which slowly unfolds and changes as you get into the game.

 

It's still all a WIP at the moment and any scenes, whilst sketches for locations the game may have, primarily serving as vehicles to test emerging game play and AI against.

 

The development goes hand in hand with my FPS game which is supported by the same engine.

 

 

Well hey, that's pretty sweet!

Thanks

 

 

Nice job, looks great .... I thought you were gonna go in the water for a minute there :-)

Thanks, you can of course enter the water, but I need to develop some water based effects to bring some life to that. Water just looks pretty in LE2 at the moment, but lacks a dynamic element.

Intel Core i5 2.66 GHz, Asus P7P55D, 8Gb DDR3 RAM, GTX460 1Gb DDR5, Windows 7 (x64), LE Editor, GMax, 3DWS, UU3D Pro, Texture Maker Pro, Shader Map Pro. Development language: C/C++

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Dude awesome! ...in 500 years... funny :)

I love how your scene has so much activity already. And it seems like a very good environment for AI testing. Maybe it is interesting to add stairs to a city wall for testing out the pathfinding on higher grounds.

If you need more voices I also would be happy to provide severall character voices.

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Thanks Aggror, might take you up at some point on the character voices ... cheers for the offer:) The steps are already in there (in three places) I just didn't demo them as the vid was getting long enough as it was.

 

post-51-0-99335800-1345545303_thumb.jpg

Intel Core i5 2.66 GHz, Asus P7P55D, 8Gb DDR3 RAM, GTX460 1Gb DDR5, Windows 7 (x64), LE Editor, GMax, 3DWS, UU3D Pro, Texture Maker Pro, Shader Map Pro. Development language: C/C++

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Beautiful models, walls and buildings looks excellent smile.png

Well I can't take any credit for the models, these are the work of our good friend Steve from Arteria3D

 

 

Maybe the ground is abit uniform and too clean, it should be more dirty (in my head smile.png)

True, but please don't think of this as a finished scene. It's primary purpose is to test AI so I've added no vegetation layers or terrain decals; which is what I'd eventually use along with more textures to embellish the scenes with to break up that uniformity. None of these are needed for the path finding and AI tests. The ground is a totally flat terrain too which in any final scene would not be the case.

Intel Core i5 2.66 GHz, Asus P7P55D, 8Gb DDR3 RAM, GTX460 1Gb DDR5, Windows 7 (x64), LE Editor, GMax, 3DWS, UU3D Pro, Texture Maker Pro, Shader Map Pro. Development language: C/C++

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Pixel, I would reccomend stuff like twigs, grass, debris in your scene, the village is a little to well-kept :P Other then that it looks great!

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Pixel, I would reccomend stuff like twigs, grass, debris in your scene, the village is a little to well-kept tongue.png Other then that it looks great!

 

 

 

please don't think of this as a finished scene. It's primary purpose is to test AI so I've added no vegetation layers or terrain decals; which is what I'd eventually use along with more textures to embellish the scenes with to break up that uniformity. None of these are needed for the path finding and AI tests. The ground is a totally flat terrain too which in any final scene would not be the case.

 

I guess you missed that part?

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As a finished scene you should totally have more detail in there...

 

 

So do you still use/have your outdoor FPS scene that you started showing the AI with or are you keeping that separate because it uses your A* implementation with the 2D grid system you created?

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As a finished scene you should totally have more detail in there...

For sure, any finished scene would have.

 

So do you still use/have your outdoor FPS scene that you started showing the AI with or are you keeping that separate because it uses your A* implementation with the 2D grid system you created?

Yeah, as i'm trying to develop two different game styles, an FPS and an Adventure/RPG style it requires different scenes really, Call me strange if you want but it seemed more fitting a scene to develop and test test a medieval role playing type AI in; than a derelict modern scene used to test an FPS. People need to be mingling in a town/village type environment and going in and out of houses etc.

 

The FPS scene isn't tied in any way btw to my A* implementation. That stands completely alone and can be simply applied to any scene. It is however very much tied to the engine. I will still be able to use that in conjuction with EKI One if I want to.

Intel Core i5 2.66 GHz, Asus P7P55D, 8Gb DDR3 RAM, GTX460 1Gb DDR5, Windows 7 (x64), LE Editor, GMax, 3DWS, UU3D Pro, Texture Maker Pro, Shader Map Pro. Development language: C/C++

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Pixel, I would reccomend stuff like twigs, grass, debris in your scene, the village is a little to well-kept tongue.png Other then that it looks great!

Thanks. I agree on the detail but this test scene might not even make it to a final scene. It's too much effort to go to for its current purpose.

 

nice addition of ambient active lifeforms...

 

must be fun seeing your village come to life...

 

--Mike

Cheers. It's what makes it all worth while I think Mike. Bringing some life to otherwise static scenes. I enjoy that aspect of game design the most. Have so much more to learn still though!

Intel Core i5 2.66 GHz, Asus P7P55D, 8Gb DDR3 RAM, GTX460 1Gb DDR5, Windows 7 (x64), LE Editor, GMax, 3DWS, UU3D Pro, Texture Maker Pro, Shader Map Pro. Development language: C/C++

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snapback.pngRick, on 21 August 2012 - 03:39 PM, said:

 

As a finished scene you should totally have more detail in there...

For sure, any finished scene would have.

 

That was a joke on my part, but it must not have read that way. :) Given how many people were saying things like this and you were telling them it was just a test scene but they kept saying it, then MG reiterates it.

 

 

I don't think you're strange was just curious what was happening with the other FPS scene you were working on. Keep up the good work.

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Sorry Rick, I misunderstood. So many people seemed to have missed the point wink.png

 

To be totally honest with you it seems easier initially to get some experience under my belt of working with EKI One to develop some AI for my adventure game as I have some difficult decisions to make regarding the FPS AI. A lot of it is written already in C++ and not easily transferable to EKI One which uses Lua. But then Lua and C++ don't talk to each other easily without, it would seem, libraires to interface them and support the OOP aspect of C++. So having EKI One just call my existing functions isn't easy either. I have to sit down and plan some strategy at some point but for right now I want to maintain the momentum with EKI One as I believe its a tool I'll be using extensively for my AI solutions from now on.

Intel Core i5 2.66 GHz, Asus P7P55D, 8Gb DDR3 RAM, GTX460 1Gb DDR5, Windows 7 (x64), LE Editor, GMax, 3DWS, UU3D Pro, Texture Maker Pro, Shader Map Pro. Development language: C/C++

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Link to my test demo if anyone wants to try it: The Village Save the zip file and extract the exe to somewhere on your harddrive.

 

The demo is packed into one executable which will decompress itself into memory and execute the level demo from there ... it installs nothing on your PC. Due to the amount of compression used this can take quite a while (about 2 mins on my PC!) I have now added a splash screen for the loader so you can see the progress once the screen is loaded.

 

It's currently fixed to a resolution of 1280x720 windowed.

 

Usual WSAD controls for movement, 'i' key for Inventory screen and right mouse click to toggle 'selection mode'.

 

The KEY (as shown in the video) is the only pickable item I have in the world right now, for what the levels intended for there didn't seem much point in adding others right now.

 

There is a known bug with the geometry around the last building on the left of the main street; where collision with the vegetation on the wall can lead to you falling through the terrain (I'll get round to fixing that but have other things to do right now). Any others ... please let me know smile.png

 

Also, if the demo doesn't run please let me know, first time I've tried this method. It will need the C++ runtime on your PC, however this is normally already on most PCs these days.

Intel Core i5 2.66 GHz, Asus P7P55D, 8Gb DDR3 RAM, GTX460 1Gb DDR5, Windows 7 (x64), LE Editor, GMax, 3DWS, UU3D Pro, Texture Maker Pro, Shader Map Pro. Development language: C/C++

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Hmmmm, chrome tried and asked but kept the exe locked . I allowed it, then winXP restricted the execution. After a good minute, win gave up and crashed with the windows "i dont know" app error -

Fehlgeschlagene Anwendung kingdom of soul.exe, Version 0.0.0.0, fehlgeschlagenes Modul , Version 0.0.0.0, Fehleradresse 0x00000000.

 

Some debugger and even glIntercept cant output any error.log so far.

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Thanks for the feedback ... damn windows lol. Going to try it on my other PC now. Maybe someone else could try it, not that its going to fix it on your PC but at least may give me an indication if this is a general problem or more isolated.

Intel Core i5 2.66 GHz, Asus P7P55D, 8Gb DDR3 RAM, GTX460 1Gb DDR5, Windows 7 (x64), LE Editor, GMax, 3DWS, UU3D Pro, Texture Maker Pro, Shader Map Pro. Development language: C/C++

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Yeah its not running on my system either.. crashes pretty much instantly..

 

- System
 - Provider
  [ Name]  Application Error

 - EventID 1000
  [ Qualifiers]  0

  Level 2

  Task 100

  Keywords 0x80000000000000

 - TimeCreated
  [ SystemTime]  2012-08-23T15:20:53.000000000Z

  EventRecordID 5901

  Channel Application

  Computer BES7-PC

  Security
- EventData
  Kingdom Of Soul.exe
  0.0.0.0
  50356e95
  engine.dll
  0.0.0.0
  4fcfc5f8
  c0000005
  000cccd2
  ab0
  01cd8142d7fbc31b
  C:\Users\BES7\Desktop\Kingdom Of Soul.exe
  C:\Users\BES7\Desktop\engine.dll
  20a66668-ed36-11e1-9b08-8c89a5dad06c

Threadripper 2920X Gen2 CPU(AMD 12-core 24 thread) | 32Gigs DDR4 RAM | MSI Nvidia GeForce RTX 2070 Stock OCed | ASRock X399 Professional Gaming Motherboard | Triple M.2 500Gig SSD's in Raid0

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